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Massive banding in lightweight rendering pipeline compared to legacy one
Curiously enough, only lit areas have banding issues, areas in the shade are just fine. In my game I need fully runtime lighting and shadows as I load levels from a custom format so I can't bake lightmaps or do anything silly like that, so banding is a real issue for me. In legacy pipeline I had no such issues, but I really want to make use of the shader graph and so I had to convert my project to LWRP.
Unfortunately because I don't want shadows to cut off in a small distance, (I have it set at roughly 700 units instead of standard 50) as I can't rely on baked shadows (again, levels in my game are loaded at runtime), the banding is a huge issue. Does someone know how can I fix it?
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